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{{Quotation|'''The Scout'''|Think fast, chucklenuts!|sound=Scout stunballhit15.wav}}
<div style="float:right">{{youtube tn|5WdVZay_Vuc}}</div>
 
  
The '''Dodgeball''' mod is a custom game-mode made possible by the use of the SourceMod server plug-in.  
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[[File:custommod_dodgeball_01.png|right|400px|]]
  
All classes except Pyro are disabled and the mod uses the set of rules and [[respawn]] methods utilized by the official [[Arena]] game-mode. In fact, this is Arena with:
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'''Dodgeball''' is a gameplay mod for ''Team Fortress 2'' and was originally developed by Voogru as a private Metamod extension. It was then made into a public [[SourceMod]] plug-in by Asherkin in 2010. Later that same year, it was re-written and optimized by Damizean, whose version of the mod has been the most popular ever since.
*Limited classes. You can choose only Pyro.
 
*Separated maps. Often, the map is split in 2 sides. RED can't go to BLU side, and vice versa.
 
*Dealing Damage. Pyros can't deal damage to other Pyros with the flamethrower, since it destroys the purpose of the game.
 
*Depending on the plugin version, you may be limited to the [[Flamethrower]] and [[Backburner]], both being able to perform airblasts. Additionally, you may or may not be able to airblast enemy Pyros.
 
 
'''Fortress''':
 
In this mode players need to capture control points which causes them to own a ''Fortress''. The Fortress will fire rockets at the enemy team which can be reflected. As in normal Dodgeball, you win by killing the entire enemy team. The Fortress can be captured multiple times during the course of the match. Fortress Dodgeball requires more teamwork and tactics than regular Dodgeball.
 
  
==Description==
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== Gameplay demonstration ==
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{| align="bottom-left"
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|{{youtube|width=400|5WdVZay_Vuc|Multi rockets mode gameplay}}
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|{{youtube|width=400|i7GuYsJUCSM|Teamplay mode gameplay}}
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|}
  
This gamemode is based on the [[Pyro| Pyro's]] flamethrower's airblast ability. Rockets and payload carts (representing nuclear bombs) are fired from a determined spot in the map. These projectiles are designed to follow one targeted player until [[compression blast|deflected]] by an airblast. When the projectile is airblasted, its affinity and color changes and it targets a random player in the opposite team, gaining speed with each airblast, until one (or more, if they are standing near the target) players are killed. This continues until one team is eliminated entirely.
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== Gameplay ==
Players are constantly given [[ammunition]] via either the map or custom flamethrowers in some servers. 
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In Dodgeball, everyone plays as the [[Pyro]]. Rockets (and sometimes nuclear bombs) are fired from a pre-determined spot in the map. Both teams of Pyros use their [[compression blast]] ability to reflect the rockets and bombs back at the other team.  
The larger, but slower "nuke" rockets usually appear in the form of the bomb attached to the Payload [[cart]] seen in most payload maps. These nuke bombs have devastating effects if the player fails to successfully deflect them, generally making them a challenge to the team if it is not deflected.  It is, however, a useful tool for rocket jumping, which you can do by deflecting it downwards.
 
Map design in Dodgeball varies greatly, from hovercrafts and space, to stadiums and pits.  One fairly common theme is the forward attack method of pushing though.  In maps that are not divided by a gap, or maps where the gap can be rocket jumped, players may blast opponents into environmental deaths.  This is frowned upon in some servers, but praised in others.
 
  
==Strategy==
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These projectiles are designed to follow one targeted player until deflected by an airblast. When the projectile is airblasted, its affinity and color changes and it targets a random player on the opposite team. It gains speed with each deflection until the projectile's new target does not successfully deflect it, damaging or killing the target. The rocket can also be reflected into the ground to allow the player to survive and reset the rocket, and even rocket jump.
  
*On some servers you can 'orbit' rockets around you, whereby you move to the left or right, and they fly in a continuous circle around you.This can be used to deal with multiple rockets, orbiting one, whilst reflecting the other,and then reflecting the orbit rocket at a later time.
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Gameplay continues until one team is eliminated entirely. Players are usually continuously supplied with ammunition via the map or a custom [[Flame Thrower]].
*On servers where rockets track nearest play of other team, getting close to the current target can be effective if they don't notice. The rocket turns, aims for you, and you can reflect it straight into their back.
 
*Keep an eye out for all the rockets, if there are multiple. If you know you have time to look around, find where the other rockets are going, so you don't get hit by surprise.
 
*Try to spread out. Critical rockets deal damage over a large area, and you don't want to get caught in the radius of someone else's missed air blast.
 
**Conversely - try to help people out. Just because it is aiming for them, doesn't mean you can't blast it out of the way for them.
 
  
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There are two types of projectiles used: the rocket and the nuclear bomb. The rocket looks like a standard [[Soldier]]'s critical rocket with the same damage as a normal critical rocket. The "nuke" rockets are larger, slower, and usually appear in the form of the bomb attached to most [[Payload#Carts|Payload carts]] and bleeps like a level 1 [[Sentry Gun]]. These bombs have a much bigger area of effect and a much higher damage output, able to kill anyone within its blast radius. Its explosion animation is the same as the [[Sentry Buster]]. As a result, players tend to pay more attention to reflecting nukes. Some servers are set to have rockets only and therefore will never spawn nukes.
  
{{Languages}}
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== Gameplay mechanics ==
[[Category:Mods]]
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Regardless of the projectile being a rocket or nuke, they both follow the same targeting mechanic. The initial spawn of the rocket usually depends on the server, but most servers have the projectile go to a random player on the team that won the last round. After the projectile is reflected, it travels towards the furthest player on the other team. A player being repeatedly targeted can move forward towards the enemy team to switch the target to another player.
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There are a few exceptions to this. Although the projectile seeks the player furthest from the reflect, the direction of the reflect also has an impact. The projectile will choose a target first in its current direction, then expand outwards.
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== Maps ==
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Dodgeball maps have the prefix {{code|tfdb_}}. The design of Dodgeball maps can differ greatly in theme and style, though they are often centered around a large open area with a gap or obstacle separating the two teams. Some maps allow the teams to interact more closely, though this can lead to players juggling opponents or blasting them into environmental damage, something which is generally frowned upon.
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Servers running maps that allow opposite teams to reach each other often change the Flame Thrower's properties to negate any burn damage players may attempt to cause. They may also restrict players to their Flame Thrower for the same reason.
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== Variants ==
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There are multiple variants of Dodgeball currently being used on many servers. Settings can both be server-side or map side and can have vastly different effects on gameplay.
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'''Speed Dodgeball''' is a major variant of the original multiple rocket Dodgeball. In Speed Dodgeball, there is only one rocket in play and it speeds up at a much faster rate than normal. This results in much faster, focused gameplay, typically seen only towards the end of normal Dodgeball matches.
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Other variants that servers may use include:
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* Limited number of rockets in play, e.g. 2 rockets active.
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* No weapon restriction, allowing players to use all of their weapons.
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** If this is the case, the [[Detonator]] or [[Scorch Shot]] can be used to destroy nukes.
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* Full weapon restriction, preventing the use of any weapons except for Flamethrowers.
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* Rocket-only or nuke-only gameplay.
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== Strategy ==
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* "'''Orbiting'''" is a technique where the player moves in a tight circle as rockets approach, causing them to "orbit" the player. Orbiting works due to the limited turning radius of the player-seeking rockets. This allows players to manage multiple nukes and/or rockets and reflect them back at a more strategic moment. The disadvantage of this is that you are vulnerable to being airblasted by enemy Pyros, however, it gives the player multiple opportunities at an airblast.
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* "'''Spiking'''" is when the player 'spikes' the rocket upwards in an arch towards their target, instead of the normal height. This tactic is very useful when the rocket is traveling fast, as it makes the rocket harder to see and harder to deflect. Flicking is done by airblasting the rocket while moving your Flame Thrower in an upwards direction, extremely fast. This is often done by advanced players when nearing the end of a game.
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* "'''Down spiking'''" is a tactic in which the player shoots the rocket downward towards the ground, making the rocket/nuke explode on impact. Players can use this tactic if they are overwhelmed by enemy Pyros; they can also use this tactic to distract enemy Pyros.
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** "'''Worms'''" can result if the rocket fails to explode on impact. The rocket digs into the ground and bounces up repeatedly, making it difficult to airblast. Technically, this is a long-standing bug, as the script dictates that rockets should only ricochet once as if they were reflected.
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* "'''Backshotting'''" is a way to quickly change the target of a projectile. Backshotting is similar to spiking in that there is a direction change, but not as difficult to perform. Usually, the player moves either left or right, performing a fraction of an orbit. Then, they face the rocket and reflect, causing it to go in another direction.
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* On most servers, nukes can be reflected into hard surfaces, where they self-destruct harmlessly in a tiny explosion. If a nuke is going too fast to be safely handled in battle, airblast the nuke into a surface.
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* Depending on the server/map, the nukes deal self-knockback, but not self-damage. If this is the case, you can airblast an orbiting nuke into the ground for a massive jump across the map, known as a nuke jump.
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* Be wary of rockets approaching you from behind and to the sides.
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* Rockets may suddenly change paths if the teammate it was going towards dies. Just because it was going a different direction does not mean it will necessarily continue to.
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* Good control of airblasts is a must! Airblast too early and the projectile is not reflected, and a second airblast will not ready before the collision. Airblast too late and the projectile collides. This is especially important for high speed or multiple rockets, as controlled airblasting is needed to survive.
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* Stay away from your teammates as much as possible. An error on the teammate's part may result in both players being killed by the explosion.
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* Alternatively, try to help your teammates out. You can deflect rockets/nukes heading towards your team, no matter who they are targeting. This tactic is called stealing and is often unwelcome in some settings. Select servers also kill the player if they steal too many rockets/nukes in one round.
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* On some maps, you can airblast opponents off the edge, but be careful of incoming rockets. You can also use this to distract/disorientate an enemy because, once airblasted, it becomes harder for the victim to aim at a rocket, or the victim may turn around to face you and miss rockets heading their way. This is better if you can distract an enemy from the nuke heading their way.
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* Even if your Flame Thrower's fire does not do any damage, you can still use it to distract and annoy your opponents.
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* On maps where the two teams are separated by a deep pit, you can try airblasting rockets downwards into the pit. This causes the rocket to suddenly pop up over the edge of the pit on the opponent's side, giving an element of surprise.
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* "'''Switching'''" is a tactic where one player lures an opponent to repeatedly airblast a rocket back and forth between them, making it speed up, then suddenly airblasts the fast rocket in another direction at an unsuspecting player, usually guaranteeing a kill. Be very wary when you see two players airblasting a rocket back and forth between them at close range.
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* "'''CQC'''" or "'''Close Quarters Combat'''" is a tactic where one player closes the distance with another, usually in a 1v1 situation. The players then engage in normal dodgeball, except it is now much more fast-paced and intense. CQC requires extremely tuned reflexes, which one can use to their advantage against someone who is weaker at CQC.
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* Be aware of body blockers; body blockers attempt to get closer to you, then bump into you in order to mess up your movement. The best way to counter this is by walking away from them or reflecting directly at them in the hopes that they miss and are hit, even without the rocket targetting them.
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== External links ==
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* [https://forums.alliedmods.net/showthread.php?t=127034 First version of TFDodgeball mod on AlliedMods]
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* [https://forums.alliedmods.net/showthread.php?t=134503 Damizean Remake of Asherkin's plugin.]
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* [https://forums.alliedmods.net/showthread.php?t=299275 bloodgit's updated version of Damizean plugin] - Most recently updated
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* [https://teamwork.tf/community/quickplay/dodgeball List of servers running Dodgeball maps]
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{{Mod Nav}}

Latest revision as of 14:30, 15 October 2024

Think fast, chucklenuts!
The Scout
Custommod dodgeball 01.png

Dodgeball is a gameplay mod for Team Fortress 2 and was originally developed by Voogru as a private Metamod extension. It was then made into a public SourceMod plug-in by Asherkin in 2010. Later that same year, it was re-written and optimized by Damizean, whose version of the mod has been the most popular ever since.

Gameplay demonstration


Multi rockets mode gameplay

Teamplay mode gameplay

Gameplay

In Dodgeball, everyone plays as the Pyro. Rockets (and sometimes nuclear bombs) are fired from a pre-determined spot in the map. Both teams of Pyros use their compression blast ability to reflect the rockets and bombs back at the other team.

These projectiles are designed to follow one targeted player until deflected by an airblast. When the projectile is airblasted, its affinity and color changes and it targets a random player on the opposite team. It gains speed with each deflection until the projectile's new target does not successfully deflect it, damaging or killing the target. The rocket can also be reflected into the ground to allow the player to survive and reset the rocket, and even rocket jump.

Gameplay continues until one team is eliminated entirely. Players are usually continuously supplied with ammunition via the map or a custom Flame Thrower.

There are two types of projectiles used: the rocket and the nuclear bomb. The rocket looks like a standard Soldier's critical rocket with the same damage as a normal critical rocket. The "nuke" rockets are larger, slower, and usually appear in the form of the bomb attached to most Payload carts and bleeps like a level 1 Sentry Gun. These bombs have a much bigger area of effect and a much higher damage output, able to kill anyone within its blast radius. Its explosion animation is the same as the Sentry Buster. As a result, players tend to pay more attention to reflecting nukes. Some servers are set to have rockets only and therefore will never spawn nukes.

Gameplay mechanics

Regardless of the projectile being a rocket or nuke, they both follow the same targeting mechanic. The initial spawn of the rocket usually depends on the server, but most servers have the projectile go to a random player on the team that won the last round. After the projectile is reflected, it travels towards the furthest player on the other team. A player being repeatedly targeted can move forward towards the enemy team to switch the target to another player.

There are a few exceptions to this. Although the projectile seeks the player furthest from the reflect, the direction of the reflect also has an impact. The projectile will choose a target first in its current direction, then expand outwards.

Maps

Dodgeball maps have the prefix tfdb_. The design of Dodgeball maps can differ greatly in theme and style, though they are often centered around a large open area with a gap or obstacle separating the two teams. Some maps allow the teams to interact more closely, though this can lead to players juggling opponents or blasting them into environmental damage, something which is generally frowned upon.

Servers running maps that allow opposite teams to reach each other often change the Flame Thrower's properties to negate any burn damage players may attempt to cause. They may also restrict players to their Flame Thrower for the same reason.

Variants

There are multiple variants of Dodgeball currently being used on many servers. Settings can both be server-side or map side and can have vastly different effects on gameplay.

Speed Dodgeball is a major variant of the original multiple rocket Dodgeball. In Speed Dodgeball, there is only one rocket in play and it speeds up at a much faster rate than normal. This results in much faster, focused gameplay, typically seen only towards the end of normal Dodgeball matches.

Other variants that servers may use include:

  • Limited number of rockets in play, e.g. 2 rockets active.
  • No weapon restriction, allowing players to use all of their weapons.
  • Full weapon restriction, preventing the use of any weapons except for Flamethrowers.
  • Rocket-only or nuke-only gameplay.

Strategy

  • "Orbiting" is a technique where the player moves in a tight circle as rockets approach, causing them to "orbit" the player. Orbiting works due to the limited turning radius of the player-seeking rockets. This allows players to manage multiple nukes and/or rockets and reflect them back at a more strategic moment. The disadvantage of this is that you are vulnerable to being airblasted by enemy Pyros, however, it gives the player multiple opportunities at an airblast.
  • "Spiking" is when the player 'spikes' the rocket upwards in an arch towards their target, instead of the normal height. This tactic is very useful when the rocket is traveling fast, as it makes the rocket harder to see and harder to deflect. Flicking is done by airblasting the rocket while moving your Flame Thrower in an upwards direction, extremely fast. This is often done by advanced players when nearing the end of a game.
  • "Down spiking" is a tactic in which the player shoots the rocket downward towards the ground, making the rocket/nuke explode on impact. Players can use this tactic if they are overwhelmed by enemy Pyros; they can also use this tactic to distract enemy Pyros.
    • "Worms" can result if the rocket fails to explode on impact. The rocket digs into the ground and bounces up repeatedly, making it difficult to airblast. Technically, this is a long-standing bug, as the script dictates that rockets should only ricochet once as if they were reflected.
  • "Backshotting" is a way to quickly change the target of a projectile. Backshotting is similar to spiking in that there is a direction change, but not as difficult to perform. Usually, the player moves either left or right, performing a fraction of an orbit. Then, they face the rocket and reflect, causing it to go in another direction.
  • On most servers, nukes can be reflected into hard surfaces, where they self-destruct harmlessly in a tiny explosion. If a nuke is going too fast to be safely handled in battle, airblast the nuke into a surface.
  • Depending on the server/map, the nukes deal self-knockback, but not self-damage. If this is the case, you can airblast an orbiting nuke into the ground for a massive jump across the map, known as a nuke jump.
  • Be wary of rockets approaching you from behind and to the sides.
  • Rockets may suddenly change paths if the teammate it was going towards dies. Just because it was going a different direction does not mean it will necessarily continue to.
  • Good control of airblasts is a must! Airblast too early and the projectile is not reflected, and a second airblast will not ready before the collision. Airblast too late and the projectile collides. This is especially important for high speed or multiple rockets, as controlled airblasting is needed to survive.
  • Stay away from your teammates as much as possible. An error on the teammate's part may result in both players being killed by the explosion.
  • Alternatively, try to help your teammates out. You can deflect rockets/nukes heading towards your team, no matter who they are targeting. This tactic is called stealing and is often unwelcome in some settings. Select servers also kill the player if they steal too many rockets/nukes in one round.
  • On some maps, you can airblast opponents off the edge, but be careful of incoming rockets. You can also use this to distract/disorientate an enemy because, once airblasted, it becomes harder for the victim to aim at a rocket, or the victim may turn around to face you and miss rockets heading their way. This is better if you can distract an enemy from the nuke heading their way.
  • Even if your Flame Thrower's fire does not do any damage, you can still use it to distract and annoy your opponents.
  • On maps where the two teams are separated by a deep pit, you can try airblasting rockets downwards into the pit. This causes the rocket to suddenly pop up over the edge of the pit on the opponent's side, giving an element of surprise.
  • "Switching" is a tactic where one player lures an opponent to repeatedly airblast a rocket back and forth between them, making it speed up, then suddenly airblasts the fast rocket in another direction at an unsuspecting player, usually guaranteeing a kill. Be very wary when you see two players airblasting a rocket back and forth between them at close range.
  • "CQC" or "Close Quarters Combat" is a tactic where one player closes the distance with another, usually in a 1v1 situation. The players then engage in normal dodgeball, except it is now much more fast-paced and intense. CQC requires extremely tuned reflexes, which one can use to their advantage against someone who is weaker at CQC.
  • Be aware of body blockers; body blockers attempt to get closer to you, then bump into you in order to mess up your movement. The best way to counter this is by walking away from them or reflecting directly at them in the hopes that they miss and are hit, even without the rocket targetting them.

External links